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What is a game?◦ Mechanics & Metaphor◦ Conceptualization exercise
What is game design?◦ Case study: Rollo◦ Design Exercise #2
What is fun?◦ Two approaches◦ MDA framework◦ Other game design principles
Paper prototyping
Topics Covered
Many things we call games:◦ Board & card games (eg. Chess, Blackjack)◦ Party games (eg. Bingo, Charades)◦ Sports (eg. Football, Basketball)◦ Gambling (eg. Poker, Roulette)◦ Video games (eg. MapleStory, DoTA, Sims)
What is a game?
But some things are not so clear… Are these games?
What is a game?
Playing house 100m at the Olympic Games
Common elements of all games:◦ Players◦ Rules◦ Actions & Consequences (Interaction)◦ Obstacles / Conflict◦ Outcome (Win/Lose/Score)◦ “not real”
What is a game?
No complete definition. Here’s one:
“A game is a system in which players engage in an artificial conflict, defined by rules, that
results in a quantifiable outcome.”
(Katie Salen & Eric Zimmerman, Rules of Play: Game Design Fundamentals, MIT Press: 2004)
What is a game?
Games can be thought of as comprising two layers:◦ Mechanics: How the game works/functions◦ Metaphor: How the game is represented
Mechanic & Metaphor
Same mechanic,
different metaphor
Same metaphor,
different mechanic
Mario Kart
Super Mario Bros
Burnout Paradise
Core mechanic:◦ The action / set of actions that the player will do
over and over in the game. E.g. Aim-and-shoot (FPS) Run and jump (Platformer) Line up 3 items of the same colour (Match-3 games)
Metaphor◦ How the game world / system is represented◦ Gives meaning to player’s actions in game◦ Should try to match the mechanics closely
Mechanic & Metaphor
When first brainstorming / conceptualizing games, you can approach from 2 directions:
1. Think of a fun mechanic and then envision the experiences / player role which would allow the player to use that mechanic in various ways.
2. Think of a fun experience / player role (metaphor), and come up with the various mechanics that will support the player’s experience.
Mechanic & Metaphor
Exercise 1: Mechanic -> Metaphor◦ Choose one of the action verbs below and create
a game around it. Explain the player’s role and world:
Spin Float Connect
Exercise 2: Metaphor -> Mechanic◦ Choose one of the following experiences and
create a game around it. Explain the core mechanics.
Parenthood Scuba-diving Cheerleading
Exercise: Conceptualizing a Game
“The focus of a game designer is designing game play, conceiving and designing rules and structures that result in an experience
for players.”
(Katie Salen & Eric Zimmerman, Rules of Play: Game Design Fundamentals, MIT Press: 2004)
What is game design?
What are the different tasks a game designer does?◦ World design◦ Level design◦ Content design◦ Systems design◦ User Interface design
What is game design?
World design: Lays out game’s background, setting, overarching plot, major characters, primary gameplay
Usually done by Lead Designers with lots of experience
What is game design?
Complete world prototype for Shadow Complex: http://multiplayerblog.mtv.com/2009/10/13/exclusive-shadow-complex-prototype-map-revealed/
High-level game concept: The Lost World http://www.daniellecheah.com/2008/02/imagine-cup-france-2008.html
Level design: Maps out levels, places enemies, resources, obstacles, player spawn points, triggers, puzzles.
Level design from Duke Nukem Forever - Incubator Ship Invasion level (http://ve3d.ign.com/articles/features/46978/Duke-Nukem-Forever-Development-Documents)
What is game design?
Content design: Plans and fleshes out game environment with detailed gameplay content. (e.g. quests, equipment, items, characters, events, dialogue)
What is game design?
(Top image: WoW quest screenshot taken from:http://www.squarefree.com/categories/games/)
(Left image: ProgressQuest character sheet taken from: http://hexdsl.wordpress.com/)
Systems design: Figures out how a particular game system will work. (eg. combat – controls, triggers, damage, statistics, turns, speed, charged powers…)
What is game design?
Wargame combat table: http://victorypointgames.com/articleDetail.php?article_ID=96&page=1
http://codehelper.org/game-design/video-game-design-video-game-mechanics-part-iii/
User Interface / Usability design: Figures out how to make the game easier or more friendly for users to interact with. (eg. control buttons, icons, screen layout, menus…)
What is game design?
http://dragonica.thqice.com/control_interface.html
http://taehok.com/night/?page_id=64
Summary of design jobs:World Design Level DesignContent Design Systems DesignUser Interface Design
Game design for small projects (like yours): All of the above!
What is game design?
Based on your game concept:◦ Design a system◦ Design some content◦ Design the user interface◦ Design a level
Design Exercises #2
“Game designers have a weird job. At root, it is their responsibility to ensure that a game
is fun to play. The problem with being a game designer is "fun" is an extremely
relative term.”
(Ken Levine – “So You Wanna Be a Game Designer”)
http://www.gamespot.com/features/6129276/p-2.html
What is fun?
Two main schools of thought:1. A game’s fun comes from the enjoyment of
problem-solving. Flow theory Choices & consequences Risk vs. reward
2. A game’s fun comes from a combination of different types of fun, in different proportions.
Callois’ categories of games MDA Framework 4 Fun Keys (XEO design)
What is fun?
The MDA framework:◦Mechanics: The rules and concepts that
formally specify the game-as-system.◦Dynamics: The run-time behavior of the
game-as-system.◦Aesthetics: The desirable emotional
responses evoked by the game dynamics.
What is fun?
Mechanics AestheticsDynamics
Slide presentation ideas borrowed from: http://algorithmancy.8kindsoffun.com/GDC2007/index.html
What the player sees:
How the designer works:
What is fun?
Mechanics AestheticsDynamics
Mechanics AestheticsDynamics
Player
Designer
Slide presentation ideas borrowed from: http://algorithmancy.8kindsoffun.com/GDC2007/index.html
Eight kinds of fun:◦ Sensation Game as art object◦ Fantasy Game as make-believe◦ Narrative Game as unfolding story◦ Challenge Game as obstacle course◦ Fellowship Game as social framework◦ Discovery Game as uncharted territory◦ Expression Game as soapbox◦ Submission Game as mindless pasttime
What is fun?
Hunicke, Leblanc& Zubek (2004) http://www.8kindsoffun.com/
Examples of games:◦ The Sims is “fun”:
Fantasy, Expression, Narrative◦ DotA is “fun”:
Challenge, Fellowship, Discovery, Fantasy ◦ Roulette is “fun”:
Submission, Sensation◦ H.A.L.O. is “fun”:
Challenge, Sensation, Fellowship, Discovery, Fantasy, Narrative.
What is fun?
Flow theory◦ When player’s skill level = challenge difficulty
level, players can enter into the ‘flow’ state.◦ If challenge is much
higher than player’s skill, player will feelanxiety.
◦ If challenge is muchlower than player’sskill, player will feel boredom/relaxation.
Other Game Design Principles
Choice & Consequence:
“According to Sid Meier, a [good] game is a series of interesting choices. In an interesting choice, no single option is clearly better than the other options, the options are not equally attractive, and the player must be able to make an informed choice.”
(Rollings, Andrew and Dave Morris. Game Architecture and Design. 2000)
◦ Consequences of choices should be clear◦ Consequences of choices should be different◦ Consequences of choices should be balanced
Other Game Design Principles
Risk versus Reward:◦ Risk should be matched against reward.◦ High risk action = high reward◦ Low risk action = low reward
This also works the other way around:◦ High reward for player = high risk◦ Low reward for player = low risk
Other Game Design Principles
Game Development Process
Design
Build Test / Analyze
Iterative Design Process: The Game Design Cycle